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Implementations of programming design patterns in Unity with examples in C# when to use them.

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The code comment is wrong. You can make a reusable GameObject pool without monobehaviour because you can call Object.Instantiate - you just have to pass a prefab GameObject to it...

hi,I see all patterns except dirty flag pattern in examples.why no dirty flag pattern?

Would it be better to move prevCarPart from a subclass of _CarExtras to _CarExtras? Thank you so much for this project, the codes are easy to understand.